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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E: DM-proofing the game
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<blockquote data-quote="king_ghidorah" data-source="post: 4017075" data-attributes="member: 18404"><p>Since the quest card is just a notation of conversations in-game, there is no mechanic separate from what happened in game. Writing "the Baron promised you 500 gold for killing the McGuffin" is no different from having the Baron promise the characters 500 gold for killing the McGuffin. Except that rather than expecting the PCs to remember, you give them a note to help them remember. </p><p></p><p>Are you arguing that no reward be specified in game? The players meet with the Baron and says, "kill the McGuffin. Maybe I'll give you a reward, maybe not. Depends how I'm feeling." (If that's the case, hey, that's what you put on the quest card.)</p><p></p><p>Maybe you want to have the baron make a promise, but you know he's a dirty double-crosser, and he's planning on killing the PCs as soon as they come back. You still get to have him promise the 500 gold, and you still give out the quest card, and you still get to have him be a dirty double-crosser. And the PCs will protest about the promise, just like they would have based only on RPing the scenario. THERE IS NO LOSS OF NARRATIVE CONTROL.</p><p></p><p>What you do get is a persistent reminder of what they were doing and why they were doing it, because some groups just don't take very good notes.</p><p></p><p>You are creating a problem where none exists because:</p><p></p><p>1) Quest cards have no mechanical aspect to them. They are just notes to keep the party on track.</p><p></p><p>and </p><p></p><p>2) because of this Quest cards don't do what you say they do.</p></blockquote><p></p>
[QUOTE="king_ghidorah, post: 4017075, member: 18404"] Since the quest card is just a notation of conversations in-game, there is no mechanic separate from what happened in game. Writing "the Baron promised you 500 gold for killing the McGuffin" is no different from having the Baron promise the characters 500 gold for killing the McGuffin. Except that rather than expecting the PCs to remember, you give them a note to help them remember. Are you arguing that no reward be specified in game? The players meet with the Baron and says, "kill the McGuffin. Maybe I'll give you a reward, maybe not. Depends how I'm feeling." (If that's the case, hey, that's what you put on the quest card.) Maybe you want to have the baron make a promise, but you know he's a dirty double-crosser, and he's planning on killing the PCs as soon as they come back. You still get to have him promise the 500 gold, and you still give out the quest card, and you still get to have him be a dirty double-crosser. And the PCs will protest about the promise, just like they would have based only on RPing the scenario. THERE IS NO LOSS OF NARRATIVE CONTROL. What you do get is a persistent reminder of what they were doing and why they were doing it, because some groups just don't take very good notes. You are creating a problem where none exists because: 1) Quest cards have no mechanical aspect to them. They are just notes to keep the party on track. and 2) because of this Quest cards don't do what you say they do. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E: DM-proofing the game
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